Difference between revisions of "Mano a Mano:Attacking"

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(Attacking)
 
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===Attacking===  
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==Attacking==  
  
'''Readying weapons''' - Unless surprised, characters will usually draw their weapons before the beginning of combat. If they have to ready the weapon during an action round, drawing the weapon from it's sheath, holster, scabbard, belt, or other convenient location, this act usually requires the use of at least one hit point.
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;Charging Attack: If a character travels more than 5 meters in a straight line before attacking, all in a single turn, the distance traveled (in meters) minus 5 is added to the power of the attack.
  
'''Loading weapons''' - Some weapons must be loaded before each attack, or reloaded after a certain number of uses. If the ammunition is in a convenient location (a quiver, pocket, pouch, bandoleer, etc.) it can be drawn from that location with an action that uses one hit point.
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;Readying Weapons: Unless surprised, characters will usually draw their weapons before the beginning of combat. If they have to ready the weapon during an action round, drawing the weapon from it's sheath, holster, scabbard, belt, or other convenient location is a quick action.
  
Then the ammunition can be loaded into a simple weapon like a sling or a bow with another action that uses one hit point. More complex weapons may have extra steps that use more hit points. If you have to load a revolver one bullet at a time for example, you must use an extra one hit point action to load each bullet.
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;Attacking from a Distance: The difficulty of hitting a target depends on distance and the weapon's range. The difficulty of hitting the target increases by 1 for every 5% of the weapon's maximum range between the attacker and the target. 5% of the maximum range can be found by multiplying the maximum range by 0.05 or dividing the maximum range by 20. For example, if a weapon has 140 m range, then the difficulty of hitting targets with the weapon increases by 1 for every 7 m between the attacker and the target (140 / 20 = 7). The difficulty of hitting a target less than 7 m away would not be affected. The difficulty of hitting a target 7 to 13 m away would be increased by 1  (14 = 7 × 1), The difficulty of hitting a target 14 to 20 m away would be increased by 2 (14 = 7 × 2), The difficulty of hitting a target 70 to 76 m away would be increased by 10 (70 = 7 × 10), and so forth.
  
'''Unloading weapons''' - Most weapons are designed to be loaded quickly, but unloading them can be trickier. Unloading a weapon is usually a one hit point action, but then you are either holding the ammunition or let it drop (your choice.) Putting away the ammunition you are holding requires an extra one hit point action - assuming that you have a single convenient place to put it. (If you have to load several rounds of ammunition into individual locations, each round of ammunition will take a separate one hit point action.)
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;Attacking in the Dark: A lack of sufficient lighting can add to the difficulty of an attack if the attacker is not blind.  Total darkness can increase the difficulty by +3 for a grappling attack, +4 for a striking attack and +5 for an attack from a distance. Very dim light rather than total darkness only increases the difficulty of grappling attacks by +1, striking attacks by +2 and attacks from a distance by +3.
  
'''Attacking''' - Attacks are actions that stun and/or damage and/or manipulate a target. An attack puts at least one hit point into the maneuver pool, OR adds a plus one modifier to attack power (putting the hit point into the other used pool.) Additional hit points can be used to manipulate the opponent (See Action Rules/Manipulation), maneuver or increase attack power.
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;Random Damage (Optional Rule): Double power attacks only have double power if the attack roll is 13 or better before adding modifiers. If the attack roll is 12 or less before adding modifiers, the attack has normal power instead of double power.
  
'''Attack Power''' - The attack power of a hand weapon as listed on the character sheet - plus the number of hit points used to increase the attack power. The attack power of a bow is the bow's pull modifier.
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;Critical Hit (Optional Rule): When an attack is automatically successful, increase the power of the attack by the weapon's power. In other words normal attacks have double power when they are automatically successful and double damage attacks have three times normal power when they are automatically successful.
 
 
'''Minimum hit points to attack''' – This is an optional rule. The minimum number hit points required to perform an action with a weapon, is the heft of the weapon, minus the weapon-wielding character's size.
 
 
 
'''Out-reaching''' - If a character is outreached and not using a missile weapon or similar long range weapon, he can only attack his target's weapon and not the target, and then only when his target attacks him. The exception is if when his target attacks the target's weapon's reach is shorter than the defender's (this character's) total reach.
 
 
 
'''Attacking from a Distance''' - The difficulty of hitting a target depends on distance, weapon and target size. A ranged weapon has a -1 attack modifier for every 10% of it's maximum range.  Agility bonus do not apply to combat bonuses for attacking with missile weapons.  The defense against projectile weapon attack is the naked combat modifier (including agility.)
 

Latest revision as of 10:08, 26 December 2008

Attacking[edit]

Charging Attack
If a character travels more than 5 meters in a straight line before attacking, all in a single turn, the distance traveled (in meters) minus 5 is added to the power of the attack.
Readying Weapons
Unless surprised, characters will usually draw their weapons before the beginning of combat. If they have to ready the weapon during an action round, drawing the weapon from it's sheath, holster, scabbard, belt, or other convenient location is a quick action.
Attacking from a Distance
The difficulty of hitting a target depends on distance and the weapon's range. The difficulty of hitting the target increases by 1 for every 5% of the weapon's maximum range between the attacker and the target. 5% of the maximum range can be found by multiplying the maximum range by 0.05 or dividing the maximum range by 20. For example, if a weapon has 140 m range, then the difficulty of hitting targets with the weapon increases by 1 for every 7 m between the attacker and the target (140 / 20 = 7). The difficulty of hitting a target less than 7 m away would not be affected. The difficulty of hitting a target 7 to 13 m away would be increased by 1 (14 = 7 × 1), The difficulty of hitting a target 14 to 20 m away would be increased by 2 (14 = 7 × 2), The difficulty of hitting a target 70 to 76 m away would be increased by 10 (70 = 7 × 10), and so forth.
Attacking in the Dark
A lack of sufficient lighting can add to the difficulty of an attack if the attacker is not blind. Total darkness can increase the difficulty by +3 for a grappling attack, +4 for a striking attack and +5 for an attack from a distance. Very dim light rather than total darkness only increases the difficulty of grappling attacks by +1, striking attacks by +2 and attacks from a distance by +3.
Random Damage (Optional Rule)
Double power attacks only have double power if the attack roll is 13 or better before adding modifiers. If the attack roll is 12 or less before adding modifiers, the attack has normal power instead of double power.
Critical Hit (Optional Rule)
When an attack is automatically successful, increase the power of the attack by the weapon's power. In other words normal attacks have double power when they are automatically successful and double damage attacks have three times normal power when they are automatically successful.